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Quick Post About Some Changes

Damage Types
Some of the major and more noticeable changes coming are clearer indicators about what you're being hit by. For example, the color displayed by the damage value has indicated what type of damage you're being hit by, for example:
Red = Normal
Green = Elemental
Yellow = Explosive

But then the game noted direct damage (contact damage with an enemy) and trap damage, which isn't clearly displayed when taking damage. So now we have:

The hard zigzag means you were hit by direct contact, as shown on the left. On the right, the more fancy swirly lines mean you were hit by trap damage. Fancy because you guys are such sexy people with your trap dodging finesse. The spikes on the right screenshot have probably never been touched, so for demonstration purposes, they have been used.
On the right, a straight line is used for trap damage, as it's easier to see at a glance when these things happen. The testers felt it would be hard to see the difference between the two during gameplay and I agree.

The hit indicators scale with the size of the damage displayed and will also match the color. (damage type)

Morph Ball
As stated previously, Spring Ball will be obtainable in Gate 5, and as early as just after finding the standard missiles. The post-gate terminal will of course lead you to which sector it's in. This of course means pressing jump no longer removes you from morph ball state.

Other Stuff
Some other little things:
Air dashing after jumping on a bumper (the big Yoshi's Island arrow springs) will now completely cancel all the momentum gained from the bumper just like double jumping already does. Currently, you can air dash and immediately after the air dash has ended, you'll still rise.

A few more scenes are skippable, as well as the end credits. Many will want to (and you'll want to, trust me) see the revamped epilogue, so it's reachable much much faster.

Which brings me to the end sequence. You can no longer game over on that sequence unless running out of time. (Which no one does.) Falling off the bottom of the screen will now teleport the player to a nearby stable platform.

There's plenty of other changes and QoL fixes coming, plus of course some big surprises that I've not so subtly been hinting at since around April. (Just don't bother asking about it, cause I won't comment on it. :3)


DT3 Anniversary

As stated on Twitter, the update is not ready yet, for many reasons. Probably the biggest reason is it doesn't have my full attention right now.

I've been thinking of what to do and I think a late night stream (since I get off work late) where I play a game... not sure which yet, and do a Q&A of sorts. Where you guys can ask me anything and I hope I can remember everything enough to answer.

Wow, what a lackluster post this is. Perhaps I'll give out a screenshot showing a new thing in the patch... ON THE STREAM!! I can at least confirm that it's almost done, I just need to give it more of my focus. You'll know when the patch is soon since I'll have a tweet about it in the coming weeks.


I Get Quiet... Also Birthday Today

Edit: (9/17/16) I should have mentioned this well over a month ago. I've been a bit slow on this, but I'll be getting the other download links back up soon. Alice had to switch hosts (this was done quite awhile ago and the links being down is all me here being way too slow) so a bit of reworking had to be done. I'll definitely have them up when the 1.5 version is released. Maybe that's when I'll actually get them back up? I haven't had even close to the bandwidth limit a free dropbox account allows since the initial release of the game. (Another thanks to Alice for the mirror back then. Shut up Alice, I know you don't think you need to be thanked, but it really was a big help.) :P

After playing both AM2R and the original Metroid 2, I can safely say that AM2R is much better. Maybe I'll post a review proper sometime to talk about all the stuff I liked/disliked, but that won't be today. Reviewing in the journalistic sense isn't my thing, but who knows!

Right after playing the two games, I was convinced via being bought Axiom Verge by WhattayaBrian to play and stream the game. A game that I now very much enjoy and will definitely go get 100%, most likely off-camera. Axiom Verge is a Metroid styled game, and was fitting to play after all the Metroids that were hunted prior. Though their gameplay definitely goes in very different ways, maybe calling it Metroid styled would be wrong? In any case, I won't be doing a comparison between the two, I suck at reviewing.

Then the same person mentioned and then gifted me LISA. I'll also be streaming that one soon. I do feel that with the type of game it is that I'm not going to talk as much. If it's the type of game I think it is, yes. Looking forward to it, as it seems like a game I'll enjoy.

Oh yeah, it's my birthday today!

DT3 Stuff
There IS still a final patch upcoming. The release date I'd love for it is October 6th as that's the game's first anniversary. However, with what's been going on and my limited time the last couple months plus the next 2 and a half-ish months, I'm not sure I'll get done what I want to do for the game. (The streaming really doesn't take that large of a portion of time, all things considered.) Good news is that one of the new additions is Spring Ball which has been suggested often, especially while Metroid 2 has been on the minds of everyone. There's not really a lot that I want to get done, so we'll see. As for the other stuff I'm doing to the game, I'll keep that a secret till a bit closer to release.

And now for the best moments of the AM2R stream!

Where I should be more excited about Space Jump acquisition
Brian did say to do it at the end
So many Brians
Metroid is the best Metroid


AM2R Nearing Release

Here's a project I've been following for a good few years now. For awhile I thought it had been cancelled, but to everyone's delight, it kept trucking along. From the time of this post, it's less than 2 days away from release. Both Anomaly and Hadriex have reminded me about it as well. (No worries guys, I've been all over this project, though very quiet lately.) They did both remind me that I could make a post about it though.

If you don't know what AM2R is, it stands for 'Another Metroid 2 Remake' which at the time of its conception, was one of the bazillions of potential fan-made remakes of the game, but this one stood out quite a bit from the others and also hasn't died. The blog for it is here!

Also here and here and here and here! All lead to the same place, definitely check it out if you want more 2D Metroid goodness.

I've been wondering on a game to either stream or do an LP for and maybe this will be the one.

Hadriex will be streaming the game this Saturday (8/6/2016) at 1pm, Alaska time. (-09:00)


A Big Update to DT1 & DT2

Yay, finally! I sat on these changes for quite awhile. Here's what has happened to the games.

Changes to Both Versions
- Dash buttons, and the control variants that DT3 allows for the dash.
- Fixed the input bug where your last action would sometimes be repeated when touching the ground immediately after taking damage.
- Note that the dash mechanics for forward and back dashing has changed a bit and is fairly identical for DT1 and DT2 now. They are not the same as DT3 though.

DT1 Changes
- Water Barrier now makes you invulnerable to projectiles, meaning you'll no longer take damage from projectiles that spawned on top of you while the shield is on. (For those trying to mitigate bullet storms via the shield.)
- Soothing Spring now also gives the same 10% damage resistance that Water Barrier does and they stack.
- Various equipment beads were changed, such as the Ribbon Bead making you completely invulnerable to status ailments.
- Spell/Ability costs re-balanced. They should be able to be used more often now.
- Omega Metroid segment isn't so dumb now.
- Shroud Lord hand laser spam spread has been greatly reduced.

DT2 Changes
- Time scores are no longer tracked by seconds and instead by frames. The game will migrate old scores to this new system.
- The Tetris level is no longer randomized! Rejoice!
- Claire has a few frames where she sticks to the wall when pressing away from it. This will help out a lot when trying to jump away from the wall.
- Wall jump/dash mechanics have also been tweaked. Such as pressing away from the wall will give a somewhat different jump than pressing toward the wall when jumping off of one.

The download links have been updated on each game's page. If you already have the games, that page also has an exe-only link again. If not, here's DT1 and DT2!

Note that if you're going to download just the exe for DT1 and DT2, that the games do have the color pulse sounds from DT3. If you've got that game, just copy DT_ColorPulseA.wav and DT_ColorPulseB.wav from the DT3 sound folder and copy it to the previous games. Quicker download if that matters to you.


DT 1 & 2 Getting Love

Edit: (7/01/2016) New entries to DT1 stuff and a DT2 change added.

Edit: (7/03/2016) Removed the Joy2Key link entirely. I went to the site and the download links are all fishy, even from the site itself. They may be fine, but I don't trust them and so I'm no longer linking to that.

Its been a long time since I've done anything with the first 2 DT games. The last few days, they've gotten some updates that will go out possibly tomorrow.

Changes to Both Games
The big thing that both games have gotten are dash buttons along with the options that DT3 has for turning off up+jump from activating dashes, as well as the left/right or back/forward controls it has. They also have the issue where the directional buttons will cut the dashes short, along with some of the other dash control issues.

They do not have the squirrely/loose nature changed to be like DT3. Meaning in DT3, when you jump right and let go of right, the character stops, whereas in DT1&2, they carried some of their momentum before stopping. (Could possibly still change though.)
This change was made as well. 'Think & Act Fast' will sadly not be the thing it used to be due to this change. We all have the memories at least.

The input bug where your last action might be repeated after taking damage was fixed. Easiest way to replicate was to get hit and press jump during the flinch animation, you would jump again upon hitting the ground.

Dash mechanics have changed.
Forward dashing is nearly identical to how it was before, though Jerry and Claire can dash a bit further now.
Back dashing is now a short dash back.
Air dashing is nearly unchanged, but will feel a different.
The forward dashing has a bit more control now. If you dash without any directional key pressed, the dash is short, where if the directional key is held, the dash is long. Varying dash lengths lie between this.

DT 1 Specific Changes
Water Barrier now simply makes you invulnerable to projectiles. It does still eat bullets the way it did before. The way the game worked prior is that if either you were very unlucky or a bullet spawned on top of you while Water Barrier was active, you'd still get hit. There's an extra check in the damage code that handles Water Barrier now.

Some of the Beads (equipment items) were tweaked. For example:
Ribbon Bead, instead of reducing status effects by 5 seconds, it makes you completely immune to them.
Specific elemental beads give 20% elemental resist instead of 10%.
Poison Bead now poisons on the third claw attack in the combo string instead of on cripple.

Spells/Abilities had their cost descriptions match what was actually being taken. Some of them I found were incorrect when I went to rebalance them a bit. For example, making the first level spells of each element cost a bit less to cast for both spirit and elemental energy. Nature's Gift still eats both of them up because you're not supposed to be getting hit like a chump. Utility spells like Earth Shift were reduced in cost. The Rock Drill can now deal a bit of damage to lower defense enemies.

DT 2 Specific Changes
Time scores are no longer tracked by seconds, but instead by frame count, which means previous scores are not valid. :( It'll migrate your scores to the new system.



I just got fanart of me drawn by kitikami from the talkhaus. [Direct link to image]

I wasn't expecting this at all, I don't really have any words for it. A bit surreal maybe? Looks like I may need to make that image come true some day and learn how to actually summon birds. (Other than the grackles that approach me at work.)

Thanks again kitikami.

DT3 News
Nothing to announce at this particular time... well maybe there is. Something looks to be happening. An idea I've had since late last year might be coming true. ('Might' being the operating word.) What is this idea though? Well, a tweet at some point will clue you guys in. When is this tweet occurring? No one knows yet. That is all.

LPing Stuff
I've been asked if I would consider doing Lets Plays and am indeed considering this. One of the issues holding it back were what games to LP. I'm thinking Mighty No 9 may be a start. Despite all the mishaps the project has gone through, I would still like to play it. A blind LP could be a good way to start this whole LP thing.